Editing Total Annihilation/Units

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{{needimages|Screenshots of units in action, as well as unit portraits}}
{{needimages|Screenshots of units in action, as well as unit portraits}}
{{Header Nav|game=Total Annihilation}}
{{Header Nav|game=Total Annihilation}}
{{floatingtoc}}


This page describes the units of the two factions, Arm and Core, in the original version of Total Annihilation, including the units provided in the expansion packs "The Core Contingency" and "Battle Tactics". It does not describe those that are introduced by various mods. The descriptions do not include detailed statistics at present.
This page describes the units of the two factions, Arm and Core, in the original version of Total Annihilation, including the units provided in the expansion packs "The Core Contingency" and "Battle Tactics". It does not describe those that are introduced by various mods. The descriptions do not include detailed statistics at present.


==Commander==
==Commander==
{|{{prettytable|notwide=1|text center=1}}
{|{{prettytable|notwide=1|text center=1}}
!!!ARM!!Core
!!!ARM!!Core
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The Commander is the most important unit because:
The Commander is the most important unit because:
*It builds things faster than any other construction unit.
*It builds things faster than any other construction unit.
*Destruction of a Commander = defeat ''if'' the start-up option "Commander: Game ends" is selected. The default is "yes" and it's always set to "yes" in the pre-defined missions.<br />Whatever the setting of "Commander: Game ends", the destruction of a Commander causes a huge explosion that destroys everything within about half a screen-width of it - usually including the unit(s) that killed the Commander. Since you can't see a Commander's health bar, you can't tell when it's nearly dead and move most of your attackers out of harm's way. The most economical ways to kill Commanders are:
*Destruction of a Commander = defeat ''if'' the start-up option "Commander: Game ends" is selected. The default is "yes" and it's always set to "yes" in the pre-defined missions.<br />Whatever the setting of "Commander: Game ends", the destruction of a Commander causes a huge explosion that destroys everthing within about half a screen-width of it - usually including the unit(s) that killed the Commander. Since you can't see a Commander's health bar, you can't tell when it's nearly dead and move most of your attackers out of harm's way. The most economical ways to kill Commanders are::
**"Kidnap" it with an air transport then self-destruct the transport. This should never catch an alert player. "Fool me once, shame on you; fool me twice, shame on me."
**"Kidnap" it with an air transport then self-destruct the transport. This should never catch an alert player. "Fool me once, shame on you; fool me twice, shame on me."
**Use a a very long range unit, e.g. ARM Merl / Core Diplomat rocket launcher or a LRPC (long-range plasma cannon, i.e. ARM Big Bertha / Core Intimidator) or ARM Shooter / Core Morty or a Nuclear Missile. But the fire of most of these takes a while to reach the target, so you'll be very lucky to hit the Commandeer; and you have to have another unit spot it in the first place, so that the "assassin" can lock on to it.
**Use a a very long range unit, e.g. ARM Merl / Core Diplomat rocket launcher or a LRPC (long-range plasma cannon, i.e. ARM Big Bertha / Core Intimidator) or ARM Shooter / Core Morty or a Nuclear Missile. But the fire of most of these takes a while to reach the target, so you'll be very lucky to hit the Commandeer; and you have to have another unit spot it in thfirst place, so that the "assassin" can lock on to it.
**A single ARM Brawler / Core Rapier gunship, provided there's no air defense around. This relies on the fact that the Commander's weapons track quite slowly, so ''usually'' it never gets a shot in.
**A single ARM Brawler / Core Rapier gunship, provided there's no air defense around. This relies on the fact that the Commander's weapons track quite slowly, so ''usually'' it never gets a shot in.


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The Commander's laser is pretty weak.
The Commander's laser is pretty weak.


Cloaking hides Commanders from sight but not from radar, so a cloaked commander can still be attacked if the enemy has a radar unit or building nearby. Commanders can't usually stay cloaked for long as it uses energy quite rapidly.
Cloaking hides Commanders from sight but not from rader, so a cloaked commander can still be attacked if the enemy has a radar unit or building nearby. Commanders can't usually stay cloaked for long as it uses energy quite rapidly.


Commanders can repair themselves, rather slowly. This is an advantage very early in the game, when you have no other construction units. When you have other construction units on repair patrols, they will repair the Commander before anything else, - if you want them to repair anything else first, you have to give them explicit repair orders, finishing with a "patrol" command.
Commanders can repair themselves, rather slowly. This is an advantage very early in the game, when you have no other construction units. When you have other construction units on repair patrols, they will repair the Commander before anything else, - if you want them to repair anything else forst, you have to give them explicit repair orders, finishing with a "patrol" command.


Commanders can also capture enemy units and buildings. This process is too slow to be of much use in skirmish or multi-player games. But capturing is the objective of some missions, and in other missions it may be useful in order to get your economy going quickly.
Commanders can also capture enemy units and buildings. This process is too slow to be of much use in skirmish or multi-player games. But capturing is the objective of some missions, and in other missions it may be useful in order to get your economy going quickly.


==Relative Nanolathe speeds==
==Relative Nanolathe speeds==
Commander > Advanced Construction Submarine > Tier 2 Construction Vehicle and F.A.R.K. > Tier 2 Construction Kbot > Construction Ship > Tier 2 Construction Plane and Tier 1 Construction Vehicle > Tier 1 Construction Kbot and Construction Hovercraft > Tier 1 Construction Plane and Construction Seaplane


Commander > F.A.R.K. > Advanced Construction Submarine > Tier 2 Construction Vehicle > Tier 2 Construction Kbot > Tier 2 Construction Plane > Tier 1 Construction Vehicle > Tier 1 Construction Kbot > Construction Ship > Construction Hovercraft > Tier 1 Construction Plane > Construction Seaplane
<!--
==Commander==
==Commander==
The Commander is the player's in-game avatar. It is a very powerful unit, possessing strong armor and a slew of potent weapons. It is capable of quickly constructing bases with its nano-lathe, as well as aiding in other construction efforts. It is the only unit armed with the Disintegrator-Gun (D-Gun, for short), which is capable of destroying anything it strikes.  It is also armed with a small, red laser. The D-Gun is attached to the Commander's right arm, while the laser and nano-lathe are attached to its left arm. The Commander is both cloakable and amphibious, and is the only unit capable of healing itself over time. It also has the unique ability to capture other units. The Commander can store a vast amount of metal and energy within its back-mounted pack, using it to assemble units. While quite durable, the Commander is not invincible and can be easily destroyed by large groups of advanced units. Later in the game, it is best to cloak your Commander to keep him hidden, if you can spare the energy. Another way to hide the Commander effectively, while using very little energy, is to submerge him underwater. This will hide him from radar, but not from sonar. The nano-lathe is fully functional underwater, but the laser and the D-Gun are not. When submerged, he is vulnerable to torpedoes and depth charges, such as those from cruisers, destroyers, subs, and torpedo planes. If the Commander is ever destroyed, he detonates with the force of a nuclear explosion, often taking large quantities of units with it. It is noteworthy that all resources stored within the Commander are lost forever in the ensuing explosion.
The Commander is the player's in-game avatar. It is a very powerful unit, possessing strong armor and a slew of potent weapons. It is capable of quickly constructing bases with its nano-lathe, as well as aiding in other construction efforts. It is the only unit armed with the Disintegrator-Gun (D-Gun, for short), which is capable of destroying anything it strikes.  It is also armed with a small, red laser. The D-Gun is attached to the Commander's right arm, while the laser and nano-lathe are attached to its left arm. The Commander is both cloakable and amphibious, and is the only unit capable of healing itself over time. It also has the unique ability to capture other units. The Commander can store a vast amount of metal and energy within its back-mounted pack, using it to assemble units. While quite durable, the Commander is not invincible and can be easily destroyed by large groups of advanced units. Later in the game, it is best to cloak your Commander to keep him hidden, if you can spare the energy. Another way to hide the Commander effectively, while using very little energy, is to submerge him underwater. This will hide him from radar, but not from sonar. The nano-lathe is fully functional underwater, but the laser and the D-Gun are not. When submerged, he is vulnerable to torpedoes and depth charges, such as those from cruisers, destroyers, subs, and torpedo planes. If the Commander is ever destroyed, he detonates with the force of a nuclear explosion, often taking large quantities of units with it. It is noteworthy that all resources stored within the Commander are lost forever in the ensuing explosion.
-->


==Unit levels==
==Unit levels==
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|-
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!Turn Rate
!Turn Rate
|168 degrees/s||159 degrees/s
|168 deg/s||159 deg/s
|-
|-
!Relative nanolathing speed  
!Relative nanolathing speed  
|colspan="2" | 80 (Commander = 300)
|colspan="2" | 100 (Commander = 300)
|}
|}


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|-
!Turn Rate
!Turn Rate
|colspan="2"|185 degrees/s
|colspan="2"|185 deg/s
-->
-->
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!Turn Rate
!Turn Rate
|colspan="2"|185 degrees/s
|colspan="2"|185 deg/s
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-->
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!Build cost: metal
!Build cost: metal
|128||129
|128||129
<!--
|-
|-
!Build time (unassisted)
!Build time (unassisted)
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|-
|-
!Turn Rate
!Turn Rate
|colspan="2"|185 degrees/s
|colspan="2"|185 deg/s
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|-
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!Weapon  
!Weapon  
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|}
|}


Although these are officially "anti-air K-bots", their fairly high firing rate and target-seeking missiles also make them effective against ground targets and they are the best K-bots for fighting fast-moving opponents. Their weaker armor makes it inadvisable to get them involved in a slug-out; but they can fire while moving, so they should use hit-and-run tactics.
Although these are offically "anti-air K-bots", their fairly high firing rate and target-seeking missiles also make them effective against ground targets and they are the best K-bots for fighting fast-moving opponents. Their weaker armor makes it inadvisable to get them involved in a slug-out; but they can fire while moving, so they should use hit-and-run tactics.


====Artillery K-bot====
====Artillery K-bot====
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!Build cost: metal
!Build cost: metal
|151||147
|151||147
<!--
|-
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!Build time (unassisted)
!Build time (unassisted)
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|-
|-
!Turn Rate
!Turn Rate
|colspan="2"|185 degrees/s
|colspan="2"|185 deg/s
-->
|-
|-
!Weapon  
!Weapon  
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!Build cost: metal
!Build cost: metal
|196||-
|196||-
<!--
|-
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!Build time (unassisted)
!Build time (unassisted)
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|-
|-
!Turn Rate
!Turn Rate
|colspan="2"|185 degrees/s
|colspan="2"|185 deg/s
-->
|-
|-
!Weapons  
!Weapons  
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!Build cost: metal
!Build cost: metal
| 44 || -
| 44 || -
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|-
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!Build time (unassisted)
!Build time (unassisted)
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|-
|-
!Turn Rate
!Turn Rate
|colspan="2"|185 degrees/s
|colspan="2"|185 deg/s
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|-
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!Weapons  
!Weapons  
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Weapon: Light Plasma Cannons
Weapon: Light Plasma Cannons


Comments- This is your first "artillery" of sorts, with reasonable range and firepower. But its firing rate is slow and it rarely hits moving targets, so it it is poor in combat against mobile units and therefore needs an escort. It is also only an average climber by Kbot standards (the Core's [[#Thud  |Thud]] artillery Kbot is an excellent climber), but has better range over the Core's counterpart.
Comments- This is your first "artillery" of sorts, with reasonable range and firepower. But its firing rate is slow and it rarely hits moving targets, so it it is poor in combat against mobile units and therefore needs an escort. It is also only an average climber by Kbot standards (the Core's [[#Thud  | Thud]] artillery Kbot is an excellent climber).


=====Jethro=====
=====Jethro=====
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Weapon- Missile Launchers
Weapon- Missile Launchers


Comments- Jethro has weaker armour and firepower than [[#Rocko|Rocko]], but its tracking missiles are accurate against moving units, including planes, and their firing rate is good. Jethro can fire while retreating, and should therefore hit and run in combat. The [[#Samson|Samson]] missile vehicle has slightly greater range and firepower, substantially better tracking ability, and greater straight-line speed; but Jethro is more maneuvrable, especially in rough terrain and is a smaller unit yielding a smaller target while relieving congestion. Generally the Samson will perform better against fast planes while the Jethro is better against relatively stationary planes like gunships.
Comments- Jethro has weaker armour and firepower than [[#Rocko | Rocko]], but its tracking missiles are accurate against moving units, including planes, and their firing rate is good. Jethro can fire while retreating, and should therefore hit and run in combat. The [[#Samson | Samson]] missile vehicle has slightly greater range and firepower, and greater straight-line speed; but Jethro is more maneuvrable, especially in rough terrain.


=====Warrior=====
=====Warrior=====
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Weapon- Light Plasma Cannon/ EMG (Energy Machine Gun)
Weapon- Light Plasma Cannon/ EMG (Energy Machine Gun)


Comments- The Warrior has both the [[#Peewee|Peewee]] class machine gun and a [[#Stumpy|Stumpy]] class plasma cannon (possibly not as powerful as the [[#Stumpy|Stumpy's]]). It has the best armor of ARM's level 1 Kbots, which makes it a good spearhead for both attack and defense in the early game.
Comments- The Warrior has both the [[#Peewee | Peewee]] class machine gun and a [[#Stumpy | Stumpy]] class plasma cannon (possibly not as powerful as the [[#Stumpy | Stumpy's]]). It has the best armor of ARM's level 1 Kbots, which makes it a good spearhead for both attack and defense in the early game.


=====Flea=====
=====Flea=====
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====Tier 2====
====Tier 2====
The Arm's Level 2 Kbots are a huge strength that they  possess. Nearly every one of them are a superior make. Here is a showcase of the Arm's excellent Kbots.
The Arm's Level 2 Kbots are a huge strength that they  possess. Nearly every one of them are a superior make. Here is a showcase of the Arm's excellent Kbots.
=====Level 2 Construction Kbot=====
=====Level 2 Construction Kbot=====
Class: Adv. Construction Kbot
Class: Adv. Construction Kbot
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Builds: Kbot Lab, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator,Cloakable Fusion Plant
Builds: Kbot Lab, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator,Cloakable Fusion Plant


The Level 2 Construction Kbot has a slower construction rate and movement speed than the [[#Advanced_Construction_Vehicle|Advanced Construction Vehicle]], but is more maneuverable and has a longer nanolathing range, so it can build or repair in places that the Advanced Construction Vehicle cannot reach.
The Level 2 Construction Kbot has a slower construction rate and movement speed than the [[#Advanced_Construction_Vehicle | Advanced Construction Vehicle]], but is more maneuverable and has a longer nanolathing range, so it can build or repair in places that the Advanced Construction Vehicle cannot reach.


=====Zeus=====
=====Zeus=====
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Comments: The Zeus is a good Level 2 Kbot which packs a heavy weapon which will easily destroy units. The problem is, in order for this bolt of pure energy to fry an enemy tank, it has to be quite slow, because it has a hard time trying to hit fast units. This comes from the fact it rather slowly moves its arm to aim. But aside from that, this is a worthy, sturdy Level 2 Kbot.  
Comments: The Zeus is a good Level 2 Kbot which packs a heavy weapon which will easily destroy units. The problem is, in order for this bolt of pure energy to fry an enemy tank, it has to be quite slow, because it has a hard time trying to hit fast units. This comes from the fact it rather slowly moves its arm to aim. But aside from that, this is a worthy, sturdy Level 2 Kbot.  
=====Fido=====
=====Fido=====
Class: Assault Kbot
Class: Assault Kbot
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Weapon- Destroying itself for a large explosion
Weapon- Destroying itself for a large explosion


Comments: This attacks ground units and buildings by moving next to them and self-destructing, with about half the power and blast radius of a nuclear missile. Even if it is destroyed it produces a smaller but still powerful explosion. But Invaders move amazingly slowly speed, so any units with a decent range can destroy them without taking any damage. Even so, it has a some uses, although success usually requires careful management; and if you are clever you can take advantage of the fact that one bomb can set off another for a devastating set of explosions. First, you could put crawling bombs in a narrow canal, or a well-traveled shipping lane; when a group of ships goes over, detonate one at the right time, and the enemy fleet will tak every heavy damage or even be destroyed. Or load one into a [[#Valkyrie|Valkyrie]] transport aircraft or several into an [[#Envoy|Envoy]] tranport ship, move the tranport to the enemy base or fleet and order it to self-destruct (CTRL+D) to create a huge explosion. But this plan requires perfect timing, for it the transport is destroyed by enemy fire the bomb(s) will do next to nothing. Instead, start the self- destruct timer a little before you get to the base, and with good timing, you'll have the bomb blow up right when it gets to the enemy. This tactic is easier with transport ships, which are tougher than transport aircraft.
Comments: This attacks ground units and buildings by moving next to them and self-destructing, with about half the power and blast radius of a nuclear missile. Even if it is destroyed it produces a smaller but still powerful explosion. But Invaders move amazingly slowly speed, so any units with a decent range can destroy them without taking any damage. Even so, it has a some uses, although success usually requires careful management; and if you are clever you can take advantage of the fact that one bomb can set off another for a devastating set of explosions. First, you could put crawling bombs in a narrow canal, or a well-traveled shipping lane; when a group of ships goes over, detonate one at the right time, and the enemy fleet will tak every heavy damage or even be destroyed. Or load one into a [[#Valkyrie | Valkyrie]] transport aircraft or several into an [[#Envoy | Envoy]] tranport ship, move the tranport to the enemy base or fleet and order it to self-destruct (CTRL+D) to create a huge explosion. But this plan requires perfect timing, for it the transport is destroyed by enemy fire the bomb(s) will do next to nothing. Instead, start the self- destruct timer a little before you get to the base, and with good timing, you'll have the bomb blow up right when it gets to the enemy. This tactic is easier with transport ships, which are tougher than transport aircraft.


=====Zipper=====
=====Zipper=====
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Weapon- Laser
Weapon- Laser


Comments: Zippers are the fastest land units, but have weak armor and a weak laser weapon. Units and buildings that are effective against aircraft kill Zippers fairly easily. Hence most strategy guides advise against making them. You will have some at the start of some ARM campaign missions, where they are useful for scouting. If they get into combat, keep them moving so the enemy are likely to miss them - for example do not tell them to attack enemy units because that makes them stand still, but instead make them patrol round the enemy force.
Comments: Zippers are the fastest land units, but have weak armor and a weak laser weapon. Units and buildings that are effective against aircraft kill Zippers fairly easily. Hence most strategy guides advise against making them. You will have some at the start of some ARM campaign missions, where they are useful for scouting. If they get into combat, keep them moving so the the enemy are likely to miss them - for example do not tell them to attack enemy units because that makes them stand still, but instead make them patrol round the enemy force.


=====Pelican=====
=====Pelican=====
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Weapon: Heavy Gauss Cannons
Weapon: Heavy Gauss Cannons


Comments: Some guides rate the Maverick as the game's best-value ground unit in terms of combat effectiveness relative to its cost in metal (for example a group of Maverick that costs 5000 metal to make will beat a group of [[#Goliath|Goliaths]] that costs 5000 metal to make - as usual you should keep the Mavericks moving so that the tanks' ballistic weapons often miss). It has reasonable range and heavy firepower, although it has difficulty hitting aircraft. But its relatively weak armor, moderate range and moderate tracking speed make it vulnerable to aircraft or long-ranged opposition.
Comments: Some guides rate the Maverick as the game's best-value ground unit in terms of combat effectiveness relative to its cost in metal (for example a group of Maverick that costs 5000 metal to make will beat a group of [[#Goliath | Goliaths]] that costs 5000 metal to make - as usual you should keep the Mavericks moving so that the tanks' ballistic weapons often miss). It has reasonable range and heavy firepower, although it has difficulty hitting aircraft. But its relatively weak armor, moderate range and moderate tracking speed make it vulnerable to aircraft or long-ranged opposition.


=====FARK ('''F'''ast '''A'''ssist '''R'''epair '''K'''bot)=====
=====FARK ('''F'''ast '''A'''ssist '''R'''epair '''K'''bot)=====
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Class: Sniper Kbot
Class: Sniper Kbot


Weapon: High Powered Blue Laser (Blue laser of Death)
Weapon: High Powered Blue Laser(Blue laser of death)


Comment: Behold the wielder of the all- powerful BLUE LASER OF DEATH! All kidding aside, this is the sniper of the game. And snipe he does, as his Blue Laser (of Death) suddenly erupts from his rather long gun, and kills a poor unsuspecting unit instantly from more than a screen away. Plus, it can render itself invisible, just like the commander, making stealth kills even easier! Sounds like God in the form of a Kbot, you say? Well, it's an awesome unit, but it comes with its drawbacks. First, its all-powerful weapon has a terrible fire rate, taking many seconds to "load" and fire again. Coupled with its lack of good armour and rather slow movement rate, and this thing is a sitting duck if it just used without backup. So where should the Shooters be, you ask? In the back lines, of course, like any other sane sniper in real life. Its cloak ability is great, if you have the large amount of energy to back it up. And when the Blue Laser (of Death) fires, be prepared for a large energy drain.
Comment: Behold the wielder of the all- powerful BLUE LASER OF DEATH! All kidding aside, this is the sniper of the game. And snipe he does, as his Blue Laser (of Death) suddenly erupts from his rather long gun, and kills a poor unsuspecting unit instantly from more than a screen away. Plus, it can render itself invisible, just like the commander, making stealth kills even easier! Sounds like God in the form of a Kbot, you say? Well, it's an awesome unit, but it comes with its drawbacks. First, its all-powerful weapon has a terrible fire rate, taking many seconds to "load" and fire again. Coupled with its lack of good armour and rather slow movement rate, and this thing is a sitting duck if it just used without backup. So where should the Shooters be, you ask? In the back lines, of course, like any other sane sniper in real life. Its cloak ability is great, if you have the large amount of energy to back it up. And when the Blue Laser (of Death) fires, be prepared for a large energy drain.
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Weapon: None
Weapon: None


Comments: Flies fast and has radar. Good for mapping the area and early scouting. Note that it almost stops while turning, so don't make it change directions while it's in range of an enemy missile tower. You definitely want to keep at least 15 of these on hand if you are using ranged weapons or bombers. They can also act as "chaff" that distract enemy air defenses.
Comments: Flies fast and has radar. Good for mapping the area and early scouting. Note that it almost stops while turning, so don't make it change directions while it's in range of an enemy missile tower.


=====Freedom Fighter=====
=====Freedom Fighter=====
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Weapon: Missiles
Weapon: Missiles


Comments: Some strategy guides advise against making Freedom Fighters because they cannot stop a moderate fleet of bombers, do little damage to ground targets and are easily destroyed by anti-air missiles. However, they are good for defending against or intercepting attacks by [[#Rapier | Rapier]] or [[#Brawler|Brawler]] gunships and for raiding undefended metal and energy producers.
Comments: Some strategy guides advise against making Freedom Fighters because they cannot stop a moderate fleet of bombers, do little damage to ground targets and are easily destroyed by anti-air missiles. However, they are good for defending against or intercepting attacks by [[#Rapier | Rapier]] or [[#Brawler | Brawler]] gunships and for raiding undefended metal and energy producers.


=====Thunder=====
=====Thunder=====
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Weapon: None
Weapon: None


Comments: A slow, weakly-armored aircraft that carries one unit at a time with clamps under the fuselage. But the Atlas can be used for two tactics which can devastate unwary opponents: pick up an enemy commander and then self-destruct your Atlas; or load a crawling bomb and then self-destruct the Atlas over the enemy base.
Comments: A slow, weakly-armored aircraft that carries one unit at a time with clamps under the fuselage. But the Atlas can be used for two tactics which can devastate unwary opponents: pick up an enemy commander and then self-destruct your Atlas; or load a crawling bomb and then self-destruct the Atlas over the enenmy base.


====Tier 2====
====Tier 2====
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Weapon: Torpedoes
Weapon: Torpedoes


Comments: Only for use in deep, open water. This aircraft cannot hit land targets or ships moving perpendicular to its current flight path. The Lancet can target submarines ''only if'' a naval unit or sonar acts as a spotter, but with its homing torpedoes the Lancet is absolutely fantastic in this role.
Comments: Only for use in deep, open water. This aircraft cannot hit land targets or ships moving perpendicular to its current flight path. The Lancet can target submarines ''only if'' a naval unit or sonar acts as a spotter.


=====Brawler=====
=====Brawler=====
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Weapon: Twin EMG cannons
Weapon: Twin EMG cannons


Comments: Think helicopter gunship, but without the rotors. Great for it's "staying power" over the target, as it weaves back and forth spraying EMG pulses. Good for mopping up after the day is won. NOT for dogfighting. Great for slowing the enemy's attack waves, and for CTRL-#'ing into a group. If you can catch heavy Core units like The Can without air cover, these are your best bet at taking them out. Their primary use is in a hit-and-run group that retreats when enough of its units are in low health, but they are useless against strong anti-air cover, tightly packed enemies in general or anywhere near Flak (in the expansions).
Comments: Think helicopter gunship, but without the rotors. Great for it's "staying power" over the target, as it weaves back and forth spraying EMG pulses. Good for hammering clusters like front line defenses and mopping up after the day is won. NOT for dogfighting. Its armor is OK, but you'll need quite a swarm to take out missile towers. Great for slowing the enemy's attack waves, and for CTRL-#'ing into a group. If you can catch heavy Core units like The Can without air cover, these are your best bet at taking them out.


=====Hawk=====
=====Hawk=====
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Weapon: Missiles  
Weapon: Missiles  


Comments: These are so fast, maneuvrable and heavily armed that they slaughter all other types of aircraft. Their high speed allows them to outrun most anti-air missiles and flak shells, decreasing the effectiveness of the enemy's anti-air defenses. The most effective defense is an equal number of stealth fighters. Unlike level 1 fighters, these level 2 fighters are also effective against ground and sea targets, and the fact that they are not visible on radar makes it very difficult to defend against raids by large Hawk squadrons on high-value targets, including the [[#Commander|Commander]]. The Hawk is slightly superior in every way to the Core's [[#Vamp | Vamp]].
Comments: These are so fast, maneuvrable and heavily armed that they slaughter all other types of aircraft. Their high speed allows them to outrun most anti-air missiles and flak shells, decreasing the effectiveness of the enemy's anti-air defenses. The most effective defense is an equal number of stealth fighters. Unlike level 1 fighters, these level 2 fighters are also effective against ground and sea targets, and the fact that they are not visible on radar makes it very difficult to defend against raids by large Hawk squadrons on high-value targets, including the [[#Commander | Commander]]. The Hawk is slightly superior in every way to the Core's [[#Vamp | Vamp]].


=====Eagle=====
=====Eagle=====
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=====Adv. Construction Sub=====
=====Adv. Construction Sub=====
Allows the creation of advanced sea structures
Allows the creation of advanced sea structures
=====Conqueror=====
=====Conqueror=====
An advanced cruiser, this ship comes with the longest-ranged weapon at sea. It is very useful for long-range attacks on the enemy's ships and buildings, and has the armor to destroy at close range as well. The only problem is that it takes a long time to build, so you'll want to get the commander or a couple of ships to help build it.
An advanced cruiser, this ship comes with the longest-ranged weapon at sea. It is very useful for long-range attacks on the enemy's ships and buildings, and has the armor to destroy at close range as well.


=====Ranger=====
=====Ranger=====
Launches unguided missiles not unlike the Merl or Diplomat. Also has a small anti-aircraft missile launcher (like the Defender). Unlike what  the manual specifies it can't hold its own against air units. Pitiful armor for the cost. Sending them in attack is a gift of metal to the enemy. Only really useful against land structures in uneven terrain.
Launches unguided missiles not unlike the Merl or Diplomat. Also has a small anti-aircraft missile launcher (like the Defender)
 
=====Millennium=====
=====Millennium=====
Largest of the Arm fleet, this mighty ship has two large guns that can target independently of each other.
Largest of the Arm fleet, this mighty ship has two large guns that can target independently of each other.
=====Colossus=====
=====Colossus=====
The Colossus is the aircraft carrier of Arm's fleet. Essentially, floating air-repair pads with a built-in reactor to help compensate for the energy drain. The Colossus has a very large radar range, which often covers the entire map. Really a bargain for all it does, just keep it protected.
The Colossus is the aircraft carrier of Arm's fleet. Essentially, floating air-repair pads with a built-in reactor to help compensate for the energy drain. The Colossus has a very large radar range, which often covers the entire map.


=====Piranha=====
=====Piranha=====
Line 571: Line 577:


=====Flash=====
=====Flash=====
The Flash is tougher than the [[#PeeWee|PeeWee]], and its speed makes it excellent for raiding outlying enemy structures or for rushing the enemy base very early in the game. A little later in the game their combination of speed, armor and firepower makes them useful for drawing fire while other units such as [[#Stumpy|Stumpy]] or [[#Rocko|Rocko]] destroy enemy buildings.
The Flash is tougher than the [[#PeeWee |PeeWee]], and its speed makes it excellent for raiding outlying enemy structures or for rushing the enemy base very early in the game. A little later in the game their combination of speed, armor and firepower makes them useful for drawing fire while other units such as [[#Stumpy | Stumpy]] or [[#Rocko | Rocko]] destroy enemy buildings.


=====Stumpy=====
=====Stumpy=====
Line 584: Line 590:
====Tier 2====
====Tier 2====
=====Advanced Construction Vehicle=====
=====Advanced Construction Vehicle=====
Builds a lot of stuff. Faster at building than all other construction vehicles except the FARK and Commander. Many consider this the best construction unit in the game. Beware: due to its bulk, it won't fit into all the confines of a typical cramped base.Can be built Big Bertha,Vulcan and more.
Builds a lot of stuff. Faster at building than all other construction vehicles except the FARK and Commander. Many consider this the best construction unit in the game. Beware: due to its bulk, it won't fit into all the confines of a typical cramped base.


=====Spider=====
=====Spider=====
The Spider can climb ''any'' surface. Its unusual weapon "stuns" enemy units for about 30 seconds, and is effective against the [[#Brawler|Brawler]] and [[#Rapier|Rapier]] gunships as well as against most ground units (but not against faster aircraft). The stun capability is a useful "equalizer" in combat by paralyzing heavy-hitting units, and can also be used to freeze units so your [[#Commander|Commander]] can capture them - if you capture an enemy construction unit  in this way you can construct factories to build all the enemy units (given time and resources).
The Spider can climb ''any'' surface. Its unusual weapon "stuns" enemy units for about 30 seconds, and is effective against the [[#Brawler | Brawler]] and [[#Rapier | Rapier]] gunships as well as against most ground units (but not against faster aircraft). The stun capability is a useful "equalizer" in combat by paralyzing heavy-hitting units, and can also be used to freeze units so your [[#Commander | Commander]] can capture them - if you capture an enemy construction unit  in this way you can construct factories to build all the enemy units (given time and resources).


=====Bulldog=====
=====Bulldog=====
The ARM's heavy hitter, the Bulldog is basically a large Stumpy with two cannons. Though not as powerful as the CORE Goliath, it still packs a powerful punch, providing also a great cover for your infantry (or whatever poorer-armored units around him you may happen to have).
The ARM's heavy hitter, the Bulldog is basically a large Stumpy with two cannons. Though not as powerful as the CORE Goliath, it still packs a powerful punch.


=====Merl=====
=====Merl=====
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=====Triton=====
=====Triton=====
An amphibious tank. Comparable to the [[#Stumpy|Stumpy]] in firepower (indeed... Stumpy: 50, Triton: 112; rate of fire about the same... What it ''can'' be compared in would be the armor: Stumpy - 992, Triton - 1230, being at the same time larger and less maneovuerable, making thus for an easier target) but at a level 2 price, and defenseless against torpedoes and depth charges while in the water, though the latter does too little damage to be significant. Most strategy guides advise players not to use it. Hovercraft such as the [[#Anaconda|Anaconda]] are better if you really need to carry out an amphibious assault.
An amphibious tank. Comparable to the [[#Stumpy | Stumpy]] in firepower but at a level 2 price, and defenseless against torpedoes and depth charges while in the water. Most strategy guides advise players not to use it. Hovercraft such as the [[#Anaconda | Anaconda]] are better if you really need to carry out an amphibious assault.


===Hovercraft===
===Hovercraft===
Line 617: Line 623:
Weapon: Ballistic plasma shell.
Weapon: Ballistic plasma shell.


Comments: Not good as a general-purpose assault unit, because the Anaconda's firepower and armor are level 1 but the Hovercraft Platform costs almost as much as a level 2 factory. But the Anaconda is much better than the [[#Triton|Triton]] for amphibious landings and  can also reinforce a navy. If used for amphibious landings, Anacondas should usually be accompanied by [[#Swatter|Swatters]] to deal with aircraft and fast-moving ground units.
Comments: Not good as a general-purpose assault unit, because the Anaconda's firepower and armor are level 1 but the Hovercraft Platform costs almost as much as a level 2 factory. But the Anaconda is much better than the [[#Triton | Triton]] for amphibious landings and  can also reinforce a navy. If used for amphibious landings, Anacondas should usually be accompanied by [[#Swatter | Swatters]] to deal with aircraft and fast-moving ground units.


=====Swatter=====
=====Swatter=====
Line 624: Line 630:
Weapon: Missiles
Weapon: Missiles


Comments: Like the [[#Samson|Samson]], the Swatter fires tracking missiles that have a rather long range, and can fire while retreating. So it too should use hit-and-run tactics rather than slugging it out. With its superior tracking it is the best at-sea mobile air defense, though a single Archer added to the mix can give extra help against gunships.
Comments: Like the [[#Samson | Samson]], the Swatter fires tracking missiles that have a rather long range, and can fire while retreating. So it too should use hit-and-run tactics rather than slugging it out.


=====Wombat=====
=====Wombat=====
Line 631: Line 637:
Weapon: Unguided Rockets
Weapon: Unguided Rockets


Comments: [[#Merl|Merl]]- and [[#Diplomat|Diplomat]]-like rockets on a hovercraft. Best for shooting immobile and / or unsuspecting targets, especially to soften up an enemy base for an amphibious assault.
Comments: [[#Merl |Merl]]- and [[#Diplomat | Diplomat]]-like rockets on a hovercraft. Best for shooting immobile and / or unsuspecting targets, especially to soften up an enemy base for an amphibious assault.


=====Bear=====
=====Bear=====
Line 669: Line 675:
Weapon: Plasma Shells
Weapon: Plasma Shells


Comments: The best climber of all "normal" ground combat units (only ARM's [[#Spider|Spider]] climbs steeper slopes), and this can enable the Thud to reach targets that other units cannot. It gets its first shot off faster than ARM's [[#Hammer|Hammer]] artillery K-bot because it doesn't have to open its muzzle covers before it fires; but this is a minor advantage, as artillery units are not good at unit-against-unit combat.
Comments: The best climber of all "normal" ground combat units (only ARM's [[#Spider | Spider]] climbs steeper slopes), and this can enable the Thud to reach targets that other units cannot. It gets its first shot off faster than ARM's [[#Hammer | Hammer]] artillery K-bot because it doesn't have to open its muzzle covers before it fires; but this is a minor advantage, as artillery units are not good at unit-against-unit combat.


=====Crasher=====
=====Crasher=====
Line 713: Line 719:


=====Freaker=====
=====Freaker=====
Class: Fast Attack Kbot
Class:


Weapon:
Weapon:
Line 731: Line 737:
Weapon: Starburst Rocket
Weapon: Starburst Rocket


Comments: Equipped with starburst rocket (non-seeking) which is like those of Diplomat and Merl, but is more maneuverable and has smaller footprint.
Comments: Equiped with starburst rocket (non-seeking) which is like those of Diplomat and Merl, but is more maneuverable and has smaller footprint.


=====Voyeur=====
=====Voyeur=====
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Weapon:Heavy Green Laser
Weapon:Heavy Green Laser


Comments: This Core Kbot was appropriately named. It is very slow and ponderous, but when it hits, it hits hard. Its lasers have the stopping power of a Core Gaat Gun laser tower. This construction level two Kbot (produced in the Advanced Kbot Lab) has a tight turning radius and a double barrel laser with a moderate fire rate. This unit is used for breaking through enemy fortifications so the main force can pass through in relative safety. Long range defenses (such as an annihilator) can kill a Sumo before any damage is done, but medium range units do not stand a chance. Always escort this assault Kbot with faster units to kill enemy interceptors and hide these units under radar jammers. The Sumo is not a 'swarmer' Kbot, since most skilled players can drop a nuke on a Sumo formation before they reach the intended target.
Comments: This Core KBot was appropriately named. It is very slow and ponderous, but when it hits, it hits hard. Its lasers have the stopping power of a Core Gaat Gun laser tower. This construction level two KBot (produced in the Advanced KBot Lab)has a tight turning radius and a double barrel laser with a moderate fire rate. This unit is used for breaking through enemy fortifications so the main force can pass through in relative safety. Long range defenses (such as an annihilator) can kill a Sumo before any damage is done,but medium range units do not stand a chance. Always escort this assault KBot with faster units to kill enemy interceptors and hide these units under radar jammers. The Sumo is not a 'swarmer' KBot, since most skilled players can drop a nuke on a Sumo formation before they reach the intended target.  


A Sumo can be used for base defense against ground units. Station them within your base to take out shock troops such as Flash tanks or PeeWees.
A Sumo can be used for base defense against ground units. Station them within your base to take out shock troops such as Flash tanks or PeeWees.


=====Gimp=====
=====Gimp=====
Class: Amphibious Kbot
Class:


Weapon:
Weapon:
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===Aircraft===
===Aircraft===
====Tier 1====
====Tier 1====
=====Construction Aircraft=====
=====Fink=====
Class:
Weapon:
Comments:
=====Avenger=====
Class:
Weapon:
Comments:
=====Shadow=====
Class:
Weapon:
Comments:
=====Valkyrie=====
Class:
Weapon:
Comments:
====Tier 2====
====Tier 2====
=====Advanced Construction Aircraft=====
=====Rapier=====
Class:
Weapon:
Comments:
=====Hurricane=====
Class:
Weapon:
Comments:
=====Titan=====
Class:
Weapon:
Comments:
=====Vamp=====
Class:
Weapon:
Comments:


===Ships===
===Ships===
====Tier 1====
====Tier 1====
=====Construction Ship=====
=====Searcher=====
Class:
Weapon:
Comments:
=====Enforcer=====
Class:
Weapon:
Comments:
=====Envoy=====
Class:
Weapon:
Comments:
=====Snake=====
Class:
Weapon:
Comments:
====Tier 2====
====Tier 2====
=====Advanced Construction Ship=====
=====Hive=====
Class:
Weapon:
Comments:
=====Executioner=====
Class:
Weapon:
Comments:
=====Warlord=====
Class:
Weapon:
Comments:
=====Missile Frigate=====
Class:
Weapon:
Comments:
=====Shark=====
Class:
Weapon:
Comments:
=====Sheredder=====
Class:
Weapon:
Comments:
=====Phantom=====
Class:
Weapon:
Comments:
=====Leviathan=====
Class:
Weapon:
Comments:
===Vehicles===
===Vehicles===
====Tier 1====
====Tier 1====
Line 932: Line 799:


Comments:
Comments:
=====Instigator=====
=====Instigator=====
Class: Light assault tank.
Class: Light assault tank.
Line 946: Line 812:


Comments:
Comments:
=====Slasher=====
=====Slasher=====
Class:
Class:
Line 953: Line 818:


Comments:
Comments:
=====Spoiler=====
=====Spoiler=====
Class:
Class:
Line 960: Line 824:


Comments:
Comments:
=====Leveler=====
=====Leveler=====
Class:
Class:
Line 972: Line 835:
Builds:
Builds:


Vehicle Plant, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw.
Vehicle Plant, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw
 
=====Crock=====
=====Crock=====
Class: Amphibious Tank
Class: Amphibious Tank
Line 987: Line 849:


Comments:
Comments:
=====Deleter=====
=====Deleter=====
Class: Jammer Vehicle
Class:


Weapon:
Weapon:
Line 996: Line 857:


=====Mobile Artillery=====
=====Mobile Artillery=====
Class: Mobile Artillery
Class:


Weapon: long range plasma shells
Weapon:long range plasma shells


Comments: This is a fantastic unit for bombarding enemy defences from a great distance. Even missile kbots have to close the gap before firing, although Guardians and other long-range structures can still destroy it first.
Comments: This is a fantastic unit for bombarding enemy defences from a great distance. Even missile kbots have to close the gap before firing, although Guardians and other long-range structures can still destroy it first.
Some Mods change the name of the Mobile Artillery to 'Pillager'.


=====Goliath=====
=====Goliath=====
Line 1,016: Line 876:


Comments:
Comments:
=====Diplomat=====
=====Diplomat=====
Class:
Class:
Line 1,031: Line 890:


===Krogoth===
===Krogoth===
The ultimate unit to many commanders, the Krogoth comes equipped with 2 anti-air rockets, 2 cannons located in the arms, and an Annihilator laser (blue laser of death) that is found on its head. (Extreme weapon and reload rate of 4 seconds.) In addition, the Krogoth has massive armor (able to withstand ''seven'' nuclear missiles), extreme range (V-launch missiles and Annihilator Laser). The only downsides to this great unit are its high cost, long building time, and semi-slow movement (minor disadvantage). Having just one Krogoth will add a tremendous boost to your base's defense, to say nothing about it's offensive capabilities. A Krogoth is  extremely powerful, and hard to kill. The best defense against one is to destroy it while it is being built (think mass bombers). Otherwise, large numbers of guardians are effective in an open area, since the Krogoth must close in in order to utilize its Annihilator laser. The Krogoth might be extremely powerful, but its large cost and slow build time severely inhibit its effectiveness (thank goodness). A more conventional mix of forces may not inspire the dread in opponents, but usually is more cost-effective. A single target is easier to kill than forty spread out units.
The ultimate unit to many commanders, the Krogoth comes equipped with 2 anti-air rockets, 2 cannons located in the arms, and an Annihilator laser (blue laser of death) that is found on its head. (Extreme weapon and reload rate of 4 seconds) In addition, the Krogoth has massive armor (able to withstand ''seven'' nuclear missiles), extreme range (V-launch missiles and Annihilator Laser). The only downsides to this great unit are its high cost, long building time, and semi-slow movement (minor disadvantage). Having just one Krogoth will add a tremendous boost to your base's defense, to say nothing about it's offensive capabilities.A Krogoth is  extremely powerful, and hard to kill. The best defense against one is to destroy it while it is being built (think mass bombers). Otherwise, large numbers of guardians are effective in an open area, since the Krogoth must close in in order to utilize its Annihilator laser. The Krogoth might be extremely powerful, but its large cost and slow build time severely inhibit its effectiveness (thank goodness). A more conventional mix of forces may not inspire the dread in opponents, but usually is more cost-effective. A single target is easier to kill than forty spread out units.


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